Star Wars Roleplay: Chaos

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Fleeting System 2015

Uh... I have to be helpful again?

Hm. As before, I still stand by that the goal should be not where to expand but where to cut back :)

Then add on later. Prototyping is the best way to figure things out!
 

sabrina

Well-Known Member
[member="Valiens Nantaris"] is +- thing added to and subtracted from your dice roll

Also take ion weapons do extra damage to shields, but less hull damage?
 
Yes, those are added or subtracted from the dice roll.

I have not done that with the ion cannons…or differentiated any type of weapon. My reasons for that are that it makes things that much more complicated.

See, to do that, you’d have to work out the proportion of a ship’s weapons which are ion, then add that fraction to the dice roll, and since each ship and dice roll would have different results it’d result in a calculus workshop rather than anything practical.

Of course, if anyone can find the magic formula which balances useability with detail I’ll be the first to use it!
[member="sabrina"]
 

sabrina

Well-Known Member
[member="Valiens Nantaris"] The ship itself could provide the solution, just check what the ship ratio is, unless they opted for 0/0 system the presume it is 50/50
 
[member="sabrina"]
The problem is that most ships don't split half and half.

The Avenger for instance has only 60 capital guns which are ion out of 700.

It would be possible to create a damage formula for each ship based on the proportion of capital guns etc but that again is getting very complex.
 

sabrina

Well-Known Member
[member="Valiens Nantaris"] 8.5% are ion cannons then

So that would mean 91.5% normal

So say 1 in ten to keep it simple would be ion cannon damage
 
[member="sabrina"]
Indeed, but how would we turn that into a useful figure? 10% extra damage against shields when rolling 2D20 is not much.

That would work much better for a more indepth system which worked more like Empire at War, with hit points and weapon damage tailored for each ship.

Now, I can do that, but the last time I did something similar it was judged too complex.

The issue one has here is that you're never going to be able to get that golden zone...and if you want people to use this it has to be understandable, not a chore to figure out each turn.

If you have any suggestions on an alternative system I'd like to hear them though.
 

sabrina

Well-Known Member
[member="Valiens Nantaris"] I will think about it, my problem is maths is easy for me, and I like puzzles. It writing thing which is harder, so think on a easy system.
 
[member="sabrina"]
The big difference I’ve learned between forum and traditional RPing systems is that the lack of personal interaction and the time delay means that you can’t do things as detailed as if it were face-to-face.

Plus of course, most people on this board don’t actually want to use a system of any sort, so look for any reason or excuse not to. ‘It’s too complex’ is a better one than ‘it’s not complex enough’ because it’s easier to go down in difficulty than up.
 

sabrina

Well-Known Member
[member="Valiens Nantaris"] I am about to head to bed, but I did have one idea. Why not use your table, and that's how many guns hit. Let the defender decide how many were ion cannons and normal cannons

It would represent a percentage though
 
[member="Valiens Nantaris"]

For ion weapons, or other special weapons, you could just have another die roll. Say 1D10 or 1D12 to represent how much of an extra percentage to the shields ion cannons do, or a mass driver/hypervelocity cannon to the hull since both of those are solid slugs and wouldn't be hampered by shields.

I see that a system of differentiating weapons does needed, otherwise the factory submission that's include anything beyond turbolasers are essentially useless.
 

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